• Next Update v4 - March 2016 Update is out!
    1,930 replies, posted
[QUOTE=YourStalker;49509704]Hold the console key for about 3 seconds, it should open.[/QUOTE] I always hit ALT + ` so I don't have to wait. Any of the modifier keys work---including shift, which is weird because I always thought the point of it not popping up the console was that you could type any character into a text entry. It seems like checking for focus on a textbox before consuming the tilde would make some amount of sense. [editline]11th January 2016[/editline] [QUOTE=Willox;49509667]Can you try in the dev branch? If that doesn't work, try holding the key instead. Please let me know if either solution changes anything.[/QUOTE] Holding the key works as it always has. Just pressing it seems to open the console for one frame? If I'm moused over where it would normally appear, my cursor flickers into the "I" shape for text editing (or a resize cursor if I'm at the edge).
[img]http://scrnsht.me/u/ecb/raw[/img] [img]http://scrnsht.me/u/jcb/raw[/img] [img]http://scrnsht.me/u/scb/raw[/img] That is some damn fine Awesomium trasparency. It's all plain HTML. For reference: Chrome's output of that circle is [url]http://scrnsht.me/u/tcb/raw[/url].
[IMG]http://scrnsht.me/u/qcb/raw[/IMG] The day I've been waiting for years to come, has come. +1 willox
have some stuff [code]• Fixed a possible crash issue caused by global NW2Vars • Entity:GetNW2VarTable now returns the type associated with each value as well • Added bounds checking to render.GetScreenEffectTexture • Scripted NPCs and Nextbots now support the following clientside hooks: Initialize, Think, Draw and DrawTranslucent[/code] I haven't thought of an easy way to stress test those NW2 vars yet but if you feel like helping in the meantime, you can append this to the end of lua/includes/extensions/entity.lua [lua]-- TEST local function NWGetSet(m, t) m["SetDT"..t] = function(self, k, v) self["SetNW2"..t](self, t.."_"..k, v) end m["GetDT"..t] = function(self, k) return self["GetNW2"..t](self, t.."_"..k) end end NWGetSet(meta, "Int") NWGetSet(meta, "Float") NWGetSet(meta, "String") NWGetSet(meta, "Bool") NWGetSet(meta, "Vector") NWGetSet(meta, "Angle") NWGetSet(meta, "Entity") print("replaced dtvars with nwvars") -- /TEST[/lua] This fully replaces DT vars with NW2 vars and if everything works correctly, there should be no difference at all. Both the server and the client need that change though, and of course don't forget to remove that code once you're done testing.
[QUOTE=_Kilburn;49513517]• Scripted NPCs and Nextbots now support the following clientside hooks: Initialize, Think, Draw and DrawTranslucent[/QUOTE] :excited: finally no more entity created hooks and function overrides this past week has brought so much cool shit
Stuff is getting fixed, yay! Since _Kilburn is back, could we get some insights on how the ortho view works with cam.Start? I have tried literally every combination of cam.Start, cam.StartOrthoView to get it working, but none of that helped. Last time I asked about it I was told it is kind of broken, but not totally.. Nowadays I just use a workaround: cam.Start3D with a tiny FOV, but that is not ideal for obvious reasons. So could I ask for a working example of an ortho cam setup, or a fix? [editline]12th January 2016[/editline] Also now that Willox joined the dev team (Congrats on that!) could this request get some love? [URL="https://github.com/Facepunch/garrysmod-requests/issues/579"]Add a hook for CGameMovement::TracePlayerBBox, and CGameMovement::TryTouchGround[/URL] It would allow us to override collision with the world geometry in a predicted way
Great job the past few days; a lot of great work being done by all of the developers; a bit overwhelming :v: Could these two methods be added to GMod's engine? It would get rid of a module pretty quickly: [url]https://github.com/Facepunch/garrysmod-requests/issues/482[/url]
[QUOTE=MDave;49513626]Also now that Willox joined the dev team (Congrats on that!) could this request get some love? [URL="https://github.com/Facepunch/garrysmod-requests/issues/579"]Add a hook for CGameMovement::TracePlayerBBox, and CGameMovement::TryTouchGround[/URL] It would allow us to override collision with the world geometry in a predicted way[/QUOTE] I wanted that stuff for real portal guns. I'll definitely look in to it at some point.
Does anyone else remember this? [url]https://github.com/garrynewman/garrysmod/pull/1063[/url]
[QUOTE=vrej;49514327]Does anyone else remember this? [url]https://github.com/garrynewman/garrysmod/pull/1063[/url][/QUOTE] Sounds like that addition has quite a few problems, specifically with constraints and the like. Also, there seems to be no mechanism as to when a redo "future" becomes invalid. E.g. in GIMP, when you undo some line and then draw a new one, you can't redo your undone line. The entire "future" of what you've undone is removed as soon as you edit the image. The same concept applies to (most) text editors. Write 10 words, undo three, type one letter and you won't get those undone words back with redo. That problem can be much harder in a game environment. You could spawn 10 props, undo 5 and then spawn a new one. Should the redo future be removed? Should the redo future also be removed when you walk over to a place where an undone prop was (to prevent you from getting stuck)? This gets worse with constraints. Say you have ten props welded together to form some artwork. You undo five welds and then move the remaining contraption elsewhere. Then, for the fun of it, you paint the props of which the welds were undone (and are now lying around) red. You then press Redo 5 times. What should happen? - The now red props should be re-welded to the contraption, in the position they are now (which is away form the contraption) - The same red props should be re-welded, but at their original relative position. The contraption is back to the original, but the props are still red. - The same red props should be re-welded to their original relative position, [B]and[/B] they should have their colour set to what it was at the point of undo - Making the props red made the redo future invalid and thus nothing happens when you press Redo - No redoing of constrained entities at all, ever, as mentioned in the Github issue It seems like the third option would make the most sense, but that would require [B]a lot[/B] of bookkeeping. The other ones require less bookkeeping, but there's [I]so much[/I] that can go wrong. This all needs to be worked out, and it hasn't been. I'd say the idea is nice, but [B]definitely[/B] not suitable for production. As such the PR should be closed.
[QUOTE=FPtje;49514510]:snip:[/QUOTE] this is the sort of stuff i think about in the shower
Why not do it so that you can only redo the last thing you removed and nothing more? But it still becomes confusing I guess
[QUOTE=vrej;49514844]Why not do it so that you can only redo the last thing you removed and nothing more? But it still becomes confusing I guess[/QUOTE] Yeah that wouldn't solve the problem. Besides, that restriction would make it not worth the effort.
Could anybody explain, why creating an NPC with "npc_create" causes an precache error? I guess its not supposed, isnt it? Anyway heres the console output if anybody needs it. [lua] ] npc_create npc_alyx Attempting to precache model, but model name is NULL Attempting to precache model, but model name is NULL [/lua]
It expects you to do a SetModel on that NPC, I'd assume?
[QUOTE=FPtje;49514510]Sounds like that addition has quite a few problems, specifically with constraints and the like. Also, there seems to be no mechanism as to when a redo "future" becomes invalid. E.g. in GIMP, when you undo some line and then draw a new one, you can't redo your undone line. The entire "future" of what you've undone is removed as soon as you edit the image. The same concept applies to (most) text editors. Write 10 words, undo three, type one letter and you won't get those undone words back with redo. That problem can be much harder in a game environment. You could spawn 10 props, undo 5 and then spawn a new one. Should the redo future be removed? Should the redo future also be removed when you walk over to a place where an undone prop was (to prevent you from getting stuck)? This gets worse with constraints. Say you have ten props welded together to form some artwork. You undo five welds and then move the remaining contraption elsewhere. Then, for the fun of it, you paint the props of which the welds were undone (and are now lying around) red. You then press Redo 5 times. What should happen? - The now red props should be re-welded to the contraption, in the position they are now (which is away form the contraption) - The same red props should be re-welded, but at their original relative position. The contraption is back to the original, but the props are still red. - The same red props should be re-welded to their original relative position, [B]and[/B] they should have their colour set to what it was at the point of undo - Making the props red made the redo future invalid and thus nothing happens when you press Redo - No redoing of constrained entities at all, ever, as mentioned in the Github issue It seems like the third option would make the most sense, but that would require [B]a lot[/B] of bookkeeping. The other ones require less bookkeeping, but there's [I]so much[/I] that can go wrong. This all needs to be worked out, and it hasn't been. I'd say the idea is nice, but [B]definitely[/B] not suitable for production. As such the PR should be closed.[/QUOTE] which is why I made it ignore constraints. If you undo a constrained entity and redo it, you should only get the actually entity that was removed. [del]also I'm not seeing what you mean by coloring it red removes your functionality. It saves what was undone as it is being undone, not as it is created.[/del] ok yeah, I haven't made a redo history.
[QUOTE=Z0mb1n3;49516018]which is why I made it ignore constraints. If you undo a constrained entity and redo it, you should only get the actually entity that was removed.[/QUOTE] Further spreading confusion and increasing the amount of reports of the new feature not working properly by 100%.
[QUOTE=Robotboy655;49516031]Further spreading confusion and increasing the amount of reports of the new feature not working properly by 100%.[/QUOTE] that's all well and good and I accept the PR is dead, I just thought I should explain the thinking behind something is all
[QUOTE=Robotboy655;49515814]It expects you to do a SetModel on that NPC, I'd assume?[/QUOTE] Why should I set a model for a npc which already has one?
[QUOTE=deinemudda32;49516391]Why should I set a model for a npc which already has one?[/QUOTE] As far as I can tell, the fallback model of the NPC is set too late, after the precache has been done.
[QUOTE=_Kilburn;49513517]have some stuff [code]... • Scripted NPCs and Nextbots now support the following clientside hooks: Initialize, Think, Draw and DrawTranslucent[/code][/QUOTE] This is really good news, but it seems like Nextbots don't call their draw hooks, nor do they render their model anymore. Even RenderOverride isn't called, which previously worked fine. I haven't tested scripted NPCs. Spawning Garry's old test Nextbot (npc_tf2_ghost) should make the issue clear. [editline]12th January 2016[/editline] I was a bit quick on this, seems like Draw works fine--the Nextbot base just needs the hook added. RenderOverride is still broken, though.
Oh yeah, will npcs now support the dtvar accessor funcs, or do I have to continue using getdtstring etc?
Any chance the issue with sound files could be investigated? Occasionally and randomly getting errors like: [code] Create Stream Failed error 41 Failed to load sound "taunts\props\1-125.mp3", file probably missing from disk/repository [/code] Sometimes it works, sometimes it doesn't. I brought this issue up before after a previous update we had, but it doesn't seem to be going away. The files are loaded via workshop and have always worked fine. It doesn't seem to affect everyone though.
[QUOTE=Blasteh;49517909]Any chance the issue with sound files could be investigated? Occasionally and randomly getting errors like: [code] Create Stream Failed error 41 Failed to load sound "taunts\props\1-125.mp3", file probably missing from disk/repository [/code] Sometimes it works, sometimes it doesn't. I brought this issue up before after a previous update we had, but it doesn't seem to be going away. The files are loaded via workshop and have always worked fine. It doesn't seem to affect everyone though.[/QUOTE] Then people aren't getting the file. BASS error 41 is DNE.
[QUOTE=Willox;49509667]Can you try in the dev branch? If that doesn't work, try holding the key instead. Please let me know if either solution changes anything.[/QUOTE] Holding the key for about 0.5 sec works.
[QUOTE=MDave;49513626]Stuff is getting fixed, yay! Since _Kilburn is back, could we get some insights on how the ortho view works with cam.Start? I have tried literally every combination of cam.Start, cam.StartOrthoView to get it working, but none of that helped. Last time I asked about it I was told it is kind of broken, but not totally.. Nowadays I just use a workaround: cam.Start3D with a tiny FOV, but that is not ideal for obvious reasons. So could I ask for a working example of an ortho cam setup, or a fix?[/QUOTE] Ah yes I remember cam.StartOrthoView had a few issues, I'll look into them later today. [QUOTE=Xyxen;49517510]This is really good news, but it seems like Nextbots don't call their draw hooks, nor do they render their model anymore. Even RenderOverride isn't called, which previously worked fine. I haven't tested scripted NPCs. Spawning Garry's old test Nextbot (npc_tf2_ghost) should make the issue clear. [editline]12th January 2016[/editline] I was a bit quick on this, seems like Draw works fine--the Nextbot base just needs the hook added. RenderOverride is still broken, though.[/QUOTE] Oh whoops, I forgot to commit the updated Nextbot base, my bad! :v: Should be fixed now. I don't think RenderOverride ever worked on scripted entities though, would you really need it now that SNPCs and Nextbots can have their own rendering hooks?
It's great to see how you all 3 are working hard on GMod again. It's so amazing and I'm happy that Willox joined and Kilburn came back!
yo _Kilburn you made those changes rite? you know what i'm talking about here? [QUOTE=Giraffen93;49517635]Oh yeah, will npcs now support the dtvar accessor funcs, or do I have to continue using getdtstring etc?[/QUOTE]
[QUOTE=Noi;49520479] HTML/CSS is more flexible than Derma.[/QUOTE] Yes, but gmod main menu doesn't requires that flexibility to look consistent with Derma GUI since Derma GUI already exist. Also would be great if someone made render.Capture asynchronous so it wont take 200 milliseconds of frame time to convert screenshot into a picture.
Is there a thread to talk about features we'd like to see? I don't believe it's this thread, and I can see it getting out of head.
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